Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 thunder damage to the target.
When you reach 14th level, the extra damage increases to 2d8.
When you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you
When you roll lightning or thunder damage, you can use your Channel Divinity: Destructive Wrath to deal maximum damage, instead of rolling.
You must then finish a short or long rest to use your Channel Divinity: Destructive Wrath again.
Beginning at 6th level, you can use your Channel Divinity: Destructive Wrath twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target.
When you reach 14th level, the extra damage increases to 2d8.
When you or a creature within 30 feet of you takes acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant resistance to the creature against that instance of the damage.
You present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate.
You must then finish a short or long rest to use your Channel Divinity: Charm Animals again.
Beginning at 6th level, you can use your Channel Divinity: Charm Animals twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
You add your Wisdom modifier to the damage you deal with any cleric cantrip.
When you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the attack roll, causing light to flare before the attacker before it hits or misses. An attacker that can't be blinded is immune to this feature.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Starting at 6th level, you can also use your Warding Flare feature when a creature that you can see within 30 feet of you attacks a creature other than you.
As an action, you present your holy symbol and evoke healing energy that can restore a number of hit points equal to five times your cleric level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct.
You must then finish a short or long rest to use your Channel Divinity: Preserve Life again.
Beginning at 6th level, you can use your Channel Divinity: Preserve Life twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
You must then finish a short or long rest to use your Channel Divinity: Turn Undead again.
Beginning at 6th level, you can use your Channel Divinity: Turn Undead twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled.
Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.
You must then finish a short or long rest to use your Channel Divinity: Preserve Life again.
Beginning at 6th level, you can use your Channel Divinity: Preserve Life twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 radiant damage to the target. When you reach 14th level, the extra damage increases to 2d8.
When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hit points equal to 2 + the spell's level.
Choose one creature that you can see within 60 feet. That creature must make a Wisdom saving throw. If the creature succeeds, you can't use this feature on it again until you finish a long rest.
If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting its current emotions, what it is actively thinking) when it is within 60 feet of you. This effect lasts for 1 minute.
During that time, you can use your action to end this effect and cast the Suggestion spell on the creature without expending a spell slot. It automatically fails its saving throw.
You must then finish a short or long rest to use your Channel Divinity: Read Thoughts again.
At 6th level, you can use your Channel Divinity: Read Thoughts twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
You must then finish a short or long rest to use your Channel Divinity: Knowledge of the Ages again.
Beginning at 6th level, you can use your Channel Divinity: Knowledge of the Ages twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
When an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.
Cleric Level Destroys Undead of CR .
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
You gain the ability to infuse your weapon strikes with divine energy.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.
When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
You must then finish a short or long rest to use your Channel Divinity: War God's Blessing again.
At 6th level, you can use your Channel Divinity: War God's Blessing twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
You can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses.
You must then finish a short or long rest to use your Channel Divinity: Guided Strike again.
At 6th level, you can use your Channel Divinity: Guided Strike twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
From 1st level, your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action, you can make one weapon attack as a bonus action.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest
You must then finish a short or long rest to use your Channel Divinity: Invoke Duplicity again.
At 6th level, you can use your Channel Divinity: Invoke Duplicity twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
At 17th level, you can create up to four duplicates of yourself, instead of one, when you use Invoke Duplicity. As a bonus action on your turn, you can move any number of them up to 30 feet, to a maximum range of 120 feet.
At 8th level, you gain the ability to infuse your weapon strikes with poison – a gift from your deity.
Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 poison damage to the target. When you reach 14th level, the extra damage increases to 2d8.
As an action, you become invisible until the end of your next turn. You become visible if you attack or cast a spell.
You must then finish a short or long rest to use your Channel Divinity: Cloak of Shadows again.
At 6th level, you can use your Channel Divinity: Cloak of Shadows twice between rests, and at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
You create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you.
As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.
For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.
You can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.